Character Creation


CHARACTER TEMPLATE


Pokémon Trainers come in all shapes, sizes, and backgrounds. Show us the kind of character you want to play by filling out this visual and written application!

VISUAL APP (PC + NPC)

WRITTEN APP CODE - PC

WRITTEN APP CODE - NPC

In order to determine what freedoms your character has you will need to decide their Rank. Rank depends on how much studying and training the individual has gone through, and will play a role in the character’s stats.


You can read more about Ranks here.

You can read more about Stats here.



RULES


Each member starts with three characters. Only two of those may be  Knights. Any member may purchase additional character slots after the fact using currency gained from completing art prompts.

There is no character cap, but after the first 3 free apps you must purchase them from the shop.

Submit completed profiles to the Toyhouse World.

Your characters must be human. Hair and eye color can be unnatural colors like the pokemon games and anime, but characters must appear fully human.

Characters in the group should be from the Armonia region, but you are welcome to make small settlements and towns outside of the ones already established on the map for your character to come from. However they will be smaller and less advanced than Lumiose Village.

There will be events later that look to explore outside of the region, but until then your characters are land locked.


VILLAGER

Min Age: 12

Max Pokemon: 3

Cannot have more than 1 fully evolved Pokémon.

Villagers are important in keeping the town going with their talents and jobs, but aren’t necessarily skilled when it comes to Pokémon training. Villagers aren’t permitted to catch their own Pokémon, and instead must make a formal request for Pokémon through the Fort.

Villagers will typically only be allowed Pokémon that could realistically help them with their jobs, or make every day life easier.


CLAN MEMBER

Age: Any

Cannot own Pokémon below the age of 10.

Can only own 1 Pokemon between the ages of 10-12

Max Pokemon: 3

The Clans offer more freedom to people, but have less protection than Lumiose Village. At 10 years old Clans will give a child their first Pokémon. They hatch it from an egg to prove they have patience and care, and bond at an early age. 

(Usually the first Pokémon is based on the clan. Raichu Clan kids would get a Pichu, Yanmega Clan kids would get a Yanma, etc. If they don’t get that exact Pokémon then usually they’d receive one of the same type.)

Because Clans largely live off the land they don’t have established businesses like Lumiose Village. This often means individuals from Clans frequently travel to the village to get things like potions or other items they might need.

Though rules are different in Clans compared to Lumiose Village, individuals from outside the Village are expected to follow those rules when in the town. This is simply to keep people safe.



HATCHLING

Min Age: 16

Max Pokemon: 3 

Cannot have more than 2 fully evolved Pokémon.

Hatchlings are individuals who have expressed interest in becoming knights and have made the first steps towards doing so. An individual must be at least 16 to start on this path, but there’s no age cap. You could be in your 50s and make the decision to become a knight.

Hatchlings are taught the basics of battling, self defense, and general Pokémon knowledge, and while part of the trial is catching your first Pokémon if you’ve already got Pokémon like from work as a Villager you will still need to catch a Pokémon yourself.


ROOKIE

Min Age: 16

Max Pokemon: 3

Cannot have more than 2 fully evolved Pokémon.

After learning the basics and proving yourself capable of battling and capturing a wild Pokémon a Hatchling becomes a Rookie. A Rookie’s goal is to perfect training your team, to grow stronger, and catch more pokemon to eventually battle Lumiose Village’s Battle Master.


SQUIRE

Min Age: 16

Max Pokemon: 6

Once a Rookie is able to defeat the Battle Master’s team their goal is to travel the region, defeat the Clan Leaders to prove their strength, and finally travel to Corviknight Castle to face the Leader there.


KNIGHT

Min Age: 18

Max Pokemon: 6

A knight has the most freedom. Their skill and strength is heavily valued given the trials they’ve overcome. While many knights are protectors and defenders against dangers they can have a variety of roles.

Some knights solely explore the wilds to research and collect resources. Some spend their time studying or learning new information previously unavailable to them. Some just use their ability to protect themselves as a method to travel and see the region. 


NPC

Age: Any

Cannot own Pokémon below the age of 10.

Characters Between the ages of 10-12 can only own one Pokémon

Max Pokemon: 3

Cannot have more than 2 fully evolved Pokémon.

If you wish to make supporting characters for your active ones, or test out a character before making them official use an NPC app!


Note: NPC’s don’t get stats, and cannot participate in events.


JOBS


Civilians may join existing businesses for work or as apprentices. While Villagers are allowed to own up to 3 Pokémon they must be approved by Lord Alder or his assistant. Consider Pokémon that could help an individual with their jobs.

For instance it would make sense for a carpenter to have a Haxorus to aid in woodcutting. But it doesn’t make a lot of sense for an archivist to have one.

Knights may also take up a job once they've completed their trials, and are not limited to traditional roles of a Knight.


AVAILABLE JOBS


Armstrong Armory: blacksmiths

Healer Hut: apothecaries, healers/medics

Sunflora Farms: Pokémon breeders, farmers, ranchers

Torkoal Tavern: bartender, kitchen staff


Aside from these jobs working under established businesses there are other possible jobs also available in the community. (There is no cap, but consider working with others who have similar interests in work.)


Additional jobs include, but are not limited to:

archivist, artist, astrologer, baker, barber, bookbinder, botanist, brewer, builder, butcher, candlemaker, carpenter, cartographer, cartwright, ceramicist, chimney sweep, city watch, cook, courier, embroiderer, fire fighter, fisher, florist, gardener, glassworker, gravedigger, jeweler, lamplighter, laundry worker, leather worker, librarian, performer/entertainer, potter, sailor, scribe, seamstress, soaper, tailor, teacher, tinkerer, toy maker, weaver, woodcarver


POKEMON RULES


  • No Legendaries, Mythic Pokémon, or Ultra-Beasts.
  • Mega-Evolution and Gigantimax forms are not currently allowed.
  • Regional variants, and Hisuian forms are allowed.

You may take some creative liberties with pokemon designs. Changing markings, making them look more realistic, slightly adjusting color, etc. However the pokemon must be recognizable in the end.


Melanistic, Piebald, Albino, and Pinkan colorations are also reasonable design changes for Pokemon.



MOVES AND STATS


Pokemon are allowed to know any move that’s been on their moveset including tutor, egg moves, and moves they knew in previous generations that they no longer know. Currently only Knights have access to moves available through TMs.


ABILITIES

Pokemon that are particularly close to their trainers can share their ability with them. A trainer can only have one ability, and it can only be granted by one pokemon. (You cannot swap for different abilities between your team.) Not every person gains an ability either. It’s not uncommon for a Knight with a team of 6 pokemon to have no ability.


POKEMON CLASSES

Pokemon come in all shapes and sizes, even ones of the same species. Pokemon have been categorized into different classes based on their build, and how they support a trainer. While only one pokemon can be in battle at once, there are a number of pokemon and class combinations that can aid a Knight in a fight for survival.


CHARMER - Intimidating or calming, the presence of this pokemon can give a bonus to their trainer’s CHARISMA. 

DEFENDER - Unusually sturdy this class allows a pokemon to take blows for their trainer. Bonus to ARMOR. 

FIGHTER - Particularly vicious this class grants a bonus to STRENGTH.

ROGUE - Quick and lithe this class grants a bonus to DEXTERITY.

SCOUT - Observant and cunning this class grants a bonus to MIND.

WITCH - Wise and specialized this class grants a bonus to RECOVERY.

*Consider altering pokemon designs a little to fit their class! Perhaps a Defender Pikachu has more bulk and fur to soak up hits, or a Charmer Venusaur would be covered in thorns or have large tusks for intimidation. A Rogue Kecleon could have sharper angles and a more sleek design, while a Scout Persian could have markings on its face, or odd colored eyes to help it see better.*